Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

What is your DREAM MMORPG? List mechanics etc.

13»

Comments

  • cameltosiscameltosis Member EpicPosts: 2,214

    Factions:

    Basically just take the factions from the books - The Kingdom of the Isles, Kesh, Roldem, the great houses of Kelewan, the Dark Brotherhood, the various dwarf communities etc.

    Players would start as free agents, aligned with noone. They can then choose to join a faction, working towards common goals and PvPing for those factions in the appropriate places. You could remain a free agent, instead signing up as a mercenary for short periods if you wanted to. These AI factions would become like solo guilds - when you align with them, you essentially join a big guild just without the player management side.

    Players could still form guilds of their own, in which case it is up to the leadership to align the whole guild with an AI faction (or stay mercenary).


    Content:

    This is primarily a PvE sandbox, so we're talking a massive open world, literally the whole of Midkemia (and other planets) recreated as close to scale as possible. So, content takes the form of all the interesting locations in the world with all their creatures and stuff to fight and places to explore.

    Politics and territory control are the background drivers of content. Lets say you join the Kingdom of the Isles, then you'd be directed to border territories to help fight back enemies or help capture territory.

    I would want some sophisticated AI controlling the enemy movements. For example, I would want enemies of a faction to actively push into friendly areas, creating impromptu events. Each faction would have small safe zones that were impossible to capture, but everything else is up for grabs in the long run.

    Quests / Story:

    I don't like story or quests in general, but I realise their importance. This is a sandbox, so all XP will come from actual activities and not from completing quests. Quests will be there purely for the story and to guide players, nothing else. You may get the occasional bit of loot or gold as a reward, but thats it.

    Story would essentially act like the rebel and empire "themeparks" in SWG - short, self-contained stories that are entirely optional and don't gate content.

    Crafting and Loot:

    I'm not much of one for crafting, but I love me a full player economy. So, essentially just give me SWG's crafting but with whatever improvements crafters would like to see. I want 95% of gear that players use to be player crafted, with item degredation built in to ensure a robust economy.

    Loot wise, the majority would just be gold or crafting mats. There would be occasional drops of usable gear but nothing that is absolutely better than crafted (this is a horizontal game after all, wouldn't do to add vertical progression to the gear!).

    Crafting itself would require speccing into specific professions, at the expense of other types of roles (similar to swg....). If you want to be a master blacksmith, you can't be a master swordsman too. This is to allow crafters to specialise and separate themselves from non-crafters, to really make a name for themselves.

    I don't know how I'd handle the gameplay of crafting. I've never played any game where the crafting was fun by itself, the fun always came from what you produce.

    PvP:

    I love PvP. I love open world PvP. I love it when it's objective based. So, PvP would be entirely optional, using a flag system like SWG to indicate that you want to PvP. You can PvP anywhere in the world, but the game would focus you into certain areas related to territory control. So, essentially the borders of each faction's territory would be the main PvP areas, we'd be able to fight over keeps, villages etc. I would probably make the territory control mechanics involve both PvE and PvP - so you can only take zones with a combination of both. This gives both playstles a reason to cooperate without forcing either one into gameplay they don't enjoy.

    Player Cities:

    Not much to say except I'd have them, they'd be tied into the faction system, and they could be used for PvP if the owners chose to. They'd be built in the real world (not instanced) so they're only possible if the game world is large enough.

    Non-Combat Roles:

    Again, not much to say except I'd have them. This isn't really my sort of playstyle, but I've noticed that the wider the playerbase, the more diverse the playerbase, the stronger the community. I liked seeing the dancers and musicians in SWG, I love seeing the bands at Weatherstock, I love fishing in games etc. They all add to the diversity of the community and make it stronger. I would want to make these non-combat roles as equally important as combat if possible, so what they can do will actually have an effect. This means that, again, choosing to be non-combat comes at the expense of being able to fight. If you're a dancer, you aren't also an archer.

    If I couldn't figure out a way to make non-combat roles meaningful, then I'd separate them from normal roles, making them more like hobbies that everyone can pick up alongside crafting or combat.
  • TheocritusTheocritus Member EpicPosts: 7,084
    Open WOrld (not FFA PVP)
    Tons of exploring
    Factions and Lore (Good and evil races don't like each other)
    Lots of unique classes with special skills for each
    Crafting is fun and applicable
    Few quests
    Raid, group, and solo play with grouping encouraged but not mandatory

  • synerzsynerz Member UncommonPosts: 2
    Ultima Online 2, minus EA real UO 2, not LoA
  • OzmodanOzmodan Member EpicPosts: 9,536
    Easy, SWG in spades without the bugs.  Still by leaps and bounds better than any game to date!!!!

  • SteelhelmSteelhelm Member UncommonPosts: 330
    fantasy setting, player settlements, permadeath, huge world, no instancing
    Talking about games where thousands of players exist simultaneously in a single instance and mechanics related to such games.
  • WarEnsembleWarEnsemble Member UncommonPosts: 235
    edited August 13
    Class based holy trinity game like EQ1 but with faster exp gain and raids that actually show up and begin on time. The more variety in classes, the better... none of the 1 class can do it all nonsense.
  • Hawkaya399Hawkaya399 Member UncommonPosts: 458
    edited August 13
    In additiona ot my previous post here, I'll made a list elsewhere, so I'll put it here:
    1) no rigid classes; and deep character development--meaning lots of skills and stats
    2) minimal quest chains/hubs, and large open world
    3) no golden (best) paths for everyone; players choose their own paths to suit their character development and style
    4) very hard pve, often meaning you have to resort to groups or have a tough stomach
    5) death penalty; yes i like death to have a bite, so there's an actual rush doing dangerous things--maybe because I want to play seriously, not lazily
    6) can fall off cliffs, go to high levels areas, be stomped on by a high level monster in a low level zone and be killed by traps in dungeons
    7) maps don't have gps (they don't show your position on them; and only show minimal quest information
    7) maps allow you to add placemarkers; and ideally can be traded with other players in-game
    8) randomly generated items and gear sets (like in diablo or diablo 2); and a lot of gear tinkering to get the right combination
    9) a comprehensive item system, abundant with stat, skill and effect combinations, including technical things like weight, quality, curses, decay/durability and volume
    10) ships; horses; walking; running; swimming; climbing; mark/recall (like UO) /// travel should be diverse, not one-size-fits-all
    11) deep crafting/skill system; including mining, fishing, blacksmithing, tailroing, treasurehunting, lockpicking and other
    12) can build houses in the world like in original UO
    13) limited instances; only in rare circumstances; and most of them are shared (not private)
    13) NPCs do a lot of pathing and night/day activities are scripted; they also interact with each other, creating opportunities for quests and content
    14) .... and more than anything, a strong player-oriented sandbox, if possible, alongside strong pve
    15) typically i also want FFA pvp, but i can survive without if it compensates
    16) i am sort of racist too; i don't really like asian-style mmo's or games, unless maybe it's a part of a larger world with other cultural influences
    17) gear stat or effect holes, so gearing up isn't a linear process where you just increase stats. most of the time you have to make compromises, so if you choose to be jack-of-all-trades you won't compete with specialized builds in specific cases. this leads to a gearing-heavy game, and more player interdependencies. this of course is a bad idea if players don't like gear or stat heavy games, or the game's population/design can't support interdependencies.

    Finally, I think the future of combat-based MMORPGs, sandbox or not, will progressively involve AI-created content in the form of NPCs reproducing, forming communities and defenses, and waging war on other players and NPCs in organized campaigns, and even sending out raiding parties, scouts and settlers. I believe future games must include more computer-created content because I believe it will be increasingly expensive for game makers to produce content, as demands for higher quality and vastness will not end. We're already seeing this now, in fact, we saw the beginning long ago of procedural content, except future content will be much more simulated, intelligent and believable.

    One thing that has been on my mind lately is how parallel computing will affect computer-generated content. In the past 10 or so years much of the gain in processor performance has been in more cores, and this has put a huge burden on game makers to make code optimized for multithreading. The probelm with this is the speed of code is always going to be MINIMALLY restricted to the serial code. This means increasing numbers of cores will not necessarily help in cases where code is serial in nature. Code that's multithread-friendly might not produce the kind of content everybody wants, so it will be a continuing battle to both increase the serial speed of processors, as well to optimize games for what amounts to a strongly mulit-threaded environment--that's until we can find some major upgrades like graphene transistor or all-photonic computers. The same problem presents itself with quantum computing. It can't do everything. Be it serial, parallel or quantum, these thigns will interact in a myriad of ways to produce future content for games.

  • KyleranKyleran Member LegendaryPosts: 34,382
    How about one which is formally released, that would be great actually.

    :D

    "See normal people, I'm not one of them" | G-Easy & Big Sean

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing POE at the moment.

    Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • DhahranGirlDhahranGirl Newbie CommonPosts: 22
    My dream:  a fun and engaging MMORPG that can be played completely on the mobile phone decently (without any larger computer to help out).  I've tried some MMORPGs mobile-based but they haven't designed good ones for the mobile. 

    Has anyone seen any?
Sign In or Register to comment.